Welcome to MafiaManiac, a site is dedicated to the growth and expansion of the online forum game of Mafia.

Mafia is that party game you may have played, where there is a mafia (informed minority) trying to overtake an entire village and the villagers (uninformed Majority) are trying to stop them. We play these mafia games over several days in our forum and we have people from all over the world playing them. These mafia games can be themed from movies, real life situations and almost anything you can think of! Mafia involves a lot of creative strategy, making you think on your toes. You'll be forced trust your gut, check your logic, and deceive or be deceived. If you think you can handle playing, here are a few links you should definitely check out.

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plasmid

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Sep 23 2017, 01:04 PM
This game takes place in two separate threads – the Phobos and Deimos threads (the two moons of Mars) – with about half of the players in each thread at any given time. Players may only communicate with other players in the same thread, but may act on and vote for any player in the game regardless of which moon they’re on.

When players die or get lynched, they’re exiled from the moons and forced to the surface of Mars. Players on Mars can still act on anyone and be acted on. They may also vote for any player on a moon, and whoever gets the most votes from the surface of Mars will have a vote added to the total number of votes against them from the two moons. Players on Mars can see both of the moon threads in addition to the Mars thread.

During the night, players who are still on a moon will PM me their choice of which moon to be on for the next day. I’ll shuffle the list of players and grant wishes until a moon has half of the moon-dwelling players, then the rest of the moon dwellers will go to the other moon. The masons are an exception – before assigning any other players to moons, I’ll take the first moon-dwelling mason on the shuffled list and grant his wish, then put the second mason on the opposite moon (unless he’s on Mars). At the end of the night, the lunar threads will be locked and moved to ghosties or something where they're no longer visible. The nightpost for each moon (and Mars) will show actions that targeted players that were on that moon during the night and will only be visible to players that end up on that moon on the following day. The lynch will reveal faction but not role to everyone regardless of location. A list of which players are moon-dwelling and which are on Mars will be known to everyone at the beginning of each phase.

Baddies
Wincon: Convince the host you're guaranteed to get all of the goodies to Mars
Group NK. BTSC regardless of location.
The game will start with three baddies and four abilities to choose from. The baddies are anonymous and may use any action, but only one action per night/day cycle and the team may only use each action once per night/day cycle.
RID mind control. Must be used by a moon-dwelling baddie who will be publicly revealed as baddie to his moon if the RID is incorrect, and may only be used on a moon-dwelling goodie (not necessarily on the same moon). You control the target's action for the night (except ODTG yes/no). If you RID a mason then you get to see the mason thread and the masons lose access to it for the next day and night. After a successful mind control, the target is sent to Mars.
Block. If you target a mason then the mason thread is locked for the next day and night.
Bulletproof. You survive any night kills or a lynch the following day, and this ability is lost after it prevents a death. This is blockable.
Vote x0-x2. Self only. Fails if you were blocked on the previous night.

Goodies
Wincon: Send all baddies to Mars
Mason.
Mason.
Kill.
Follow spy. Sees masons as acting on each other, bulletproofs as acting on self (unless the bulletproof was already consumed).
Block.
Save.
Bulletproof. Same rules as the baddie version.
ODTG host yes/no question. Blockable but the ODTG will not be wasted if blocked.

Appears in NP:
- Successful kills including whether it's from a baddie NK, goodie kill, or RID mind control
- Needed saves, appears as "[Player] was saved"
- Needed bulletproof use, appears as "[Player] was saved" indistinguishable from a regular save
- Blocks including faction of blocker
If a player is successfully saved, the kill attempt won't appear in the NP
Saves and bulletproofs won't stop RID mind control death
Tie lynch rules: D1 no lynch, D2+ all are sent to Mars
OOA: RID mind control >> blocks. If the two blocks block each other then both blocks will appear in the NP. Kills are not blocking.

Direct copy/pasting stuff from a previous cycle into a new cycle after people swap moons is considered PM-repping and illegal. Paraphrasing and summarizing is ok.
Sep 16 2017, 10:21 PM
This game takes place in two separate threads – the Phobos and Deimos threads (the two moons of Mars) – with about half of the players in each thread at any given time. Players may only communicate with other players in the same thread, but may act on and vote for any player in the game regardless of which moon they’re on.

When players die or get lynched, they’re exiled from the moons and forced to the surface of Mars. Players on Mars can still act on anyone. They may also vote for any player on a moon, and whoever gets the most votes from the surface of Mars will have a vote added to the total number of votes against them.

During the night, players who are still on a moon will PM me their choice of which moon to be on for the next day. I’ll shuffle the list of players and grant wishes until a moon has half of the moon-dwelling players, then the rest of the moon dwellers will go to the other moon. The masons are an exception – before assigning any other players to moons, I’ll take the first moon-dwelling mason on the shuffled list and grant his wish, then put the second mason on the opposite moon (unless he’s on Mars). At the end of the night, the thread will be locked and moved to ghosties or something where it’s no longer visible. The nightpost for each moon (and Mars) will show actions that targeted players that were on that moon during the night and will only be visible to players that end up on that moon on the following day. The lynch will reveal faction but not role to everyone regardless of location. A list of which players are moon-dwelling and which are on Mars will be known to everyone at the beginning of each phase.

Baddies
Wincon: Majority on the moons
Group NK. BTSC regardless of location.
The game will start with three baddies and four abilities to choose from. The baddies are anonymous and may use any action, but only one action per night/day cycle and the team may only use each action once per night/day cycle.
RID mind control. Must be used by a moon-dwelling baddie who will be publicly revealed as baddie to his moon if the RID is incorrect, and may only be used on a moon-dwelling goodie (not necessarily on the same moon). You control the target's action for the night (except ODTG yes/no). If you RID a mason then you get to see the mason thread and the masons lose access to it for the next day and night. After a successful mind control, the target is sent to Mars.
Block. If you target a mason then the mason thread is locked for the next day and night.
Bulletproof. You survive any night kills or a lynch the following day, and this ability is lost after it prevents a death. This is blockable.
Vote x0-x2. Self only. Fails if you were blocked on the previous night.

Goodies
Wincon: Send all baddies to Mars
Mason.
Mason.
Kill.
Follow spy. Sees masons as acting on each other, bulletproofs as acting on self (unless the bulletproof was already consumed).
Block.
Save.
Bulletproof. Same rules as the baddie version.
ODTG host yes/no question. Blockable but the ODTG will not be wasted if blocked.

Appears in NP: Kills, Saves whether needed or not, Blocks including faction of blocker
Tie lynch rules: D1 no lynch, D2+ all are sent to Mars
OOA: RID mind control >> blocks. If the two blocks block each other then both blocks will appear in the NP. Kills are not blocking.

This game might work better with more than 11 players but I worry about filling the roster quickly.
Aug 17 2017, 10:21 PM
Toy Soldiers: Battle of Cedarglen Park
I'll make a permutated list of players/roles and the wincon for each player will be to outlive the roles on both sides of them. I'll tape the permutated list together at the beginning and the end so it will form a circle. Each player will know which two roles they need to outlive, but the entire permutated list won't be made public knowledge. Players leave the game as losers if all of their soldiers in play are dead, or leave the game as winners if they achieve their wincon. Note that roles won't actually appear anywhere in the action results or posts; that's intentional so figuring out who you need to kill won't be so easy and the only way to do it is by communicating with people, and by seeing roles revealed when players leave the game because of either losing all their soldiers or achieving their wincon. In this Toy Soldiers there is no direct player-to-player communication via PM allowed, but there are Radio items.

The game will start with a purchasing phase, where all the players get 12 soldiers and $250 to buy whatever equipment they want for their soldiers. Equipment (except choppers) must be assigned to soldiers. They'll also deploy each of their soldiers to an area on the map of the park.

Combat phases will begin with each player being told how many choppers they have, where their soldiers are, what equipment they have, and which other soldiers and equipment are visible. They'll give commands to each of their soldiers, and can use a Kid Stomp. Each soldier can perform actions from their current position for the current phase and may move to an adjacent area for the next phase, and may use one killing action per phase and however many other actions they have enough equipment for. All of the commands for the soldiers and the stomping and stuff will be PMed to the host with one command per line and using the syntax described further down. There are only combat ("Night") phases and no lynch ("Day") phases.

Stuff 4 $ale
Knife: $2
Flamethrower: $4
Rifle: $3
SniperRifle: $4
Chopper: $3
Parachute: $2
Flashbang: $2
Probe: $1
Radio: $2
Silencer: $6
Kevlar: $4
M*A*S*H: $4
Binoculars: $5
Camo: $4

Park map


How actions work
Events are strictly OOA and occur in the following order

Chopper drops
Command syntax
PLAYER DROP LIST OF SOLDIERS SEPARATED BY COMMAS AT LOCATION
You use up one of your choppers and it picks up however many soldiers you want and drops them off at the chosen location. The soldiers can be anywhere on the map before they get picked up, but will all be dropped off at the same spot if they're all carried by the same chopper. If you want to drop off different soldiers at different locations on the same phase, then you can do so but you have to use one chopper for each drop location. The chopper is lost once it's used, and each soldier that gets dropped must have a parachute which gets consumed by use. The NP shows "A chopper dropped {list of players} at location" because after all choppers are loud and way up in the sky where everyone can see them. Since this is the first action that gets processed in the phase, your soldiers can act from their new positions on the same phase immediately after they get dropped (but can't act from the position they were in before being picked up by the chopper), and will not be hit by any killing actions targeted at their position at the beginning of the phase (except stomp which doesn't care where the soldier is).

Flashbangs
Command syntax
SOLDIER FLASHBANG LOCATION
A soldier can flashbang his own area or any adjacent area, and all soldiers in a flashbanged area will have all of their actions (including movement) fail but can still be acted on. The flashbang gets consumed by use. The NP will show "{Location} was hit by a flashbang" but not who used the flashbang. All flashbangs happen simultaneously (all of the soldiers throw their flashbangs into the air at exactly the same time and they all detonate a few seconds later) so a flashbang won't stop another flashbang.

Probes
Command syntax
SOLDIER PROBE OTHER SOLDIER
You get told who owns the targeted soldier (player name, not role name). The targeted soldier can be anywhere on the map, not necessarily in the same or a neighboring area to the soldier using the probe. The probe is not consumed by use.

Radios
Command syntax
SOLDIER RADIO PLAYER TRANSMISSION Your message goes here and can pretty much be as long as you want but shouldn't have any enter/return
The player you target will see "You received the following transmission:" followed by your transmission followed by "- End transmission -" (so you can't just send bogus PM results or smth). The radio is not consumed by use. This can be stopped by a flashbang but not by getting killed.

Knives
Command syntax
SOLDIER KNIFE OTHER SOLDIER
Marks another soldier in the same area for death; the knifed soldier won't die immediately and can still carry out actions and possibly be saved by kevlar or a M*A*S*H. The knife is consumed by use since it's permanently lodged between the target's ribs. If the target was picked up by a chopper and dropped in a different location then the knifing won't occur and the knife won't be consumed. The owner of the soldier doing the knifing will be told whether it was successful or not (it counts as successful even if the target ends up being saved by kevlar or a M*A*S*H), and the owner of the targeted soldier will be told "YourSoldierName was knifed by AttackingSoldierName", unless the attacker has a silencer in which case he'll just be told "YourSoldierName was knifed by someone with a silencer". Because silencers work on knives. Yeah.

Rifles
Command syntax
SOLDIER RIFLE OTHER SOLDIER AT LOCATION
Works like a knife, but the target can be either in the same location or an adjacent location. Except that if you try to shoot someone and the location is wrong (like if they get picked up by a chopper or if you're just drunk and messed your action up) the rifle is still used up. Rifles only come with one bullet, so soldiers just use it once and then throw it away. The owner of a soldier that gets hit by a rifle will be told "YourSoldierName at YourSoldier'sPosition was rifled by AttackingSoldierName at AttackingSoldier'sPosition" if they don't have a silencer, or "... was rifled by someone with a silencer" if they have one.

Sniper Rifles
Command syntax
SOLDIER SNIPE OTHER SOLDIER AT LOCATION
Works like a rifle, except the target can be in any area and doesn't have to be in the same or an adjacent area as the sniper. But if you try to snipe a soldier and you get their location wrong then it fails and you still lose the sniper rifle. The notification a player whose soldier gets sniped is essentially the same as for rifling but will say "sniped" instead of "rifled" so they can tell the difference between the two.

Kevlar
This doesn't need to be submitted as a command; a soldier who has kevlar will automatically use (and lose) their kevlar if they were hit by a knife or rifle or sniping and will survive the hit. Soldiers can carry more than one kevlar, and if they get hit by multiple knifes and/or rifles and/or snipers on the same phase then one kevlar will stop everything for that phase. If a soldier gets saved, the owner still gets the usual message about how he would have been killed but is also told "but he was saved by his kevlar".

M*A*S*H
Command syntax
SOLDIER MASH LIST OF SOLDIERS SEPARATED BY COMMAS (without an "and")
The soldier looks through the list of targets, and the first soldier on that list that's about to die from a knife, rifle, or sniper rifle will be saved. If the soldier has kevlar then that takes precedence over the MASH. Can only be used on soldiers in the same area and can't be used on self. The MASH is consumed by use, but won't be used if no one on the list needs to be saved. If a soldier gets saved, the owner still gets the usual message about how he would have been killed but is also told "but he was saved by SoldierName using a MASH".

Stomps
Command syntax
PLAYER STOMP SOLDIER
The targeted soldier dies, wherever he is on the map, no matter what regardless of kevlar and MASH and such. This appears in the NP as "Player stomped Soldier". Because kids are way bigger than toy soldiers and are easy to see from anywhere in the park.

Flamethrowers
Command syntax
SOLDIER BURN OTHER SOLDIER
Works like a knife (target must be in the same location), but can't be saved by kevlar or MASH.

Death
Soldiers that were marked for death by knife / rifle / sniper / stomp / flamethrower will now actually die.

Movement
Command syntax
SOLDIER MOVE TO LOCATION
Moves to an adjacent location to start the next phase, and will see other soldiers / gear (according to the mechanics in the next couple of sections) from the new position. If a soldier gets chopper dropped, he can move to a location adjacent to the drop point.

Vision
This is where I calculate what the players will see (via their soldiers) to plan for the next phase. If they have a soldier in an area, they can see all other soldiers in that area unless camouflaged. If they have a soldier with binoculars in the area, then they can see all other soldiers in that area (whether camouflaged or not) and adjacent areas (if not camouflaged), and can see the gear of soldiers in their area (if not camouflaged -- if camouflaged then they can only see that the soldier is there and has camo).

Spoiler for and here are the EXTREMELY detailed rules
Aug 17 2017, 09:58 PM
Commanders and soldiers
(Peeps gotta kill whoever's before and after them on this list.)

Commanders and soldiers
mo - Natalia
Braxton
Desmond
John
Dashon
Sully
Ryuu
Samuel
Nestor
Dylan
Kenton
Andy
Greg

sparrowhawk - Dominic
Mark
Kade
Ezra
Mutt
Greene
Newton
Will
Dion
Kenji
Wes
Anton
Nik

Phaze - Paulina
Liam
Hassan
Matt
Nicolas
Rust
Leon
Carlos
Levi
Brett
Fernando
Devin
Ray

Nana - Brinley
Isaac
Tubbs
Connor
Xavier
Trey
Kenny
Josh
Joey
Carl
Nate
Foster
Derek

Araver - Chris
Eric
Ryker
Aaron
Avery
Martin
Blaine
Jeremiah
Lee
Ben
Eddie
Jeremy
Dante

aura - Bryce
Flynn
Evan
Charlie
Jake
Shale
Callen
Steven
Hawkins
Kellan
Oswald
Jeffery
Zoid

Boqu - Amaryllis
Nick
Damon
Doug
Corwin
Logan
Dio
Roy
Darvis
Gabe
Zach
Aster
Vince
Aug 13 2017, 04:03 PM
Toy Soldiers: Battle of Cedarglen Park
I'll make a permutated list of players/roles and the wincon for each player will be to outlive the roles on both sides of them. I'll tape the permutated list together at the beginning and the end so it will form a circle. Each player will know which two roles they need to outlive, but the entire permutated list won't be made public knowledge. Players leave the game as losers if all of their soldiers in play are dead, or leave the game as winners if they achieve their wincon. Note that roles won't actually appear anywhere in the action results or posts; that's intentional so figuring out who you need to kill won't be so easy and the only way to do it is by communicating with people, and by seeing roles revealed when players leave the game because of either losing all their soldiers or achieving their wincon. In this Toy Soldiers there is no direct player-to-player communication via PM allowed, but there are Radio items.

The game will start with a purchasing phase, where all the players get 12 soldiers and $250 to buy whatever equipment they want for their soldiers. Equipment (except choppers) must be assigned to soldiers. They'll also deploy each of their soldiers to an area on the map of the park.

Combat phases will begin with each player being told how many choppers they have, where their soldiers are, what equipment they have, and which other soldiers and equipment are visible. They'll give commands to each of their soldiers, and can use a Kid Stomp. Each soldier can perform actions from their current position for the current phase and may move to an adjacent area for the next phase, and may use one killing action per phase and however many other actions they have enough equipment for. All of the commands for the soldiers and the stomping and stuff will be PMed to the host with one command per line and using the syntax described further down. There are only combat ("Night") phases and no lynch ("Day") phases.

Stuff 4 $ale
Knife: $2
Flamethrower: $4
Rifle: $3
SniperRifle: $4
Chopper: $3
Parachute: $2
Flashbang: $2
Probe: $1
Radio: $2
Silencer: $6
Kevlar: $4
M*A*S*H: $4
Binoculars: $5
Camo: $4

Park map


How actions work
Events are strictly OOA and occur in the following order

Chopper drops
Command syntax
PLAYER DROP LIST OF SOLDIERS SEPARATED BY COMMAS AT LOCATION
You use up one of your choppers and it picks up however many soldiers you want and drops them off at the chosen location. The soldiers can be anywhere on the map before they get picked up, but will all be dropped off at the same spot if they're all carried by the same chopper. If you want to drop off different soldiers at different locations on the same phase, then you can do so but you have to use one chopper for each drop location. The chopper is lost once it's used, and each soldier that gets dropped must have a parachute which gets consumed by use. The NP shows "A chopper dropped {list of players} at location" because after all choppers are loud and way up in the sky where everyone can see them. Since this is the first action that gets processed in the phase, your soldiers can act from their new positions on the same phase immediately after they get dropped (but can't act from the position they were in before being picked up by the chopper), and will not be hit by any killing actions targeted at their position at the beginning of the phase (except stomp which doesn't care where the soldier is).

Flashbangs
Command syntax
SOLDIER FLASHBANG LOCATION
A soldier can flashbang his own area or any adjacent area, and all soldiers in a flashbanged area will have all of their actions (including movement) fail but can still be acted on. The flashbang gets consumed by use. The NP will show "{Location} was hit by a flashbang" but not who used the flashbang. All flashbangs happen simultaneously (all of the soldiers throw their flashbangs into the air at exactly the same time and they all detonate a few seconds later) so a flashbang won't stop another flashbang.

Probes
Command syntax
SOLDIER PROBE OTHER SOLDIER
You get told who owns the targeted soldier (player name, not role name). The targeted soldier can be anywhere on the map, not necessarily in the same or a neighboring area to the soldier using the probe. The probe is not consumed by use.

Radios
Command syntax
SOLDIER RADIO PLAYER TRANSMISSION Your message goes here and can pretty much be as long as you want but shouldn't have any enter/return
The player you target will see "You received the following transmission:" followed by your transmission followed by "- End transmission -" (so you can't just send bogus PM results or smth). The radio is not consumed by use. This can be stopped by a flashbang but not by getting killed.

Knives
Command syntax
SOLDIER KNIFE OTHER SOLDIER
Marks another soldier in the same area for death; the knifed soldier won't die immediately and can still carry out actions and possibly be saved by kevlar or a M*A*S*H. The knife is consumed by use since it's permanently lodged between the target's ribs. If the target was picked up by a chopper and dropped in a different location then the knifing won't occur and the knife won't be consumed. The owner of the soldier doing the knifing will be told whether it was successful or not (it counts as successful even if the target ends up being saved by kevlar or a M*A*S*H), and the owner of the targeted soldier will be told "YourSoldierName was knifed by AttackingSoldierName", unless the attacker has a silencer in which case he'll just be told "YourSoldierName was knifed by someone with a silencer". Because silencers work on knives. Yeah.

Rifles
Command syntax
SOLDIER RIFLE OTHER SOLDIER AT LOCATION
Works like a knife, but the target can be either in the same location or an adjacent location. Except that if you try to shoot someone and the location is wrong (like if they get picked up by a chopper or if you're just drunk and messed your action up) the rifle is still used up. Rifles only come with one bullet, so soldiers just use it once and then throw it away. The owner of a soldier that gets hit by a rifle will be told "YourSoldierName at YourSoldier'sPosition was rifled by AttackingSoldierName at AttackingSoldier'sPosition" if they don't have a silencer, or "... was rifled by someone with a silencer" if they have one.

Sniper Rifles
Command syntax
SOLDIER SNIPE OTHER SOLDIER AT LOCATION
Works like a rifle, except the target can be in any area and doesn't have to be in the same or an adjacent area as the sniper. But if you try to snipe a soldier and you get their location wrong then it fails and you still lose the sniper rifle. The notification a player whose soldier gets sniped is essentially the same as for rifling but will say "sniped" instead of "rifled" so they can tell the difference between the two.

Kevlar
This doesn't need to be submitted as a command; a soldier who has kevlar will automatically use (and lose) their kevlar if they were hit by a knife or rifle or sniping and will survive the hit. Soldiers can carry more than one kevlar, and if they get hit by multiple knifes and/or rifles and/or snipers on the same phase then one kevlar will stop everything for that phase. If a soldier gets saved, the owner still gets the usual message about how he would have been killed but is also told "but he was saved by his kevlar".

M*A*S*H
Command syntax
SOLDIER MASH LIST OF SOLDIERS SEPARATED BY COMMAS (without an "and")
The soldier looks through the list of targets, and the first soldier on that list that's about to die from a knife, rifle, or sniper rifle will be saved. If the soldier has kevlar then that takes precedence over the MASH. Can only be used on soldiers in the same area and can't be used on self. The MASH is consumed by use, but won't be used if no one on the list needs to be saved. If a soldier gets saved, the owner still gets the usual message about how he would have been killed but is also told "but he was saved by SoldierName using a MASH".

Stomps
Command syntax
PLAYER STOMP SOLDIER
The targeted soldier dies, wherever he is on the map, no matter what regardless of kevlar and MASH and such. This appears in the NP as "Player stomped Soldier". Because kids are way bigger than toy soldiers and are easy to see from anywhere in the park.

Flamethrowers
Command syntax
SOLDIER BURN OTHER SOLDIER
Works like a knife (target must be in the same location), but can't be saved by kevlar or MASH.

Death
Soldiers that were marked for death by knife / rifle / sniper / stomp / flamethrower will now actually die.

Movement
Command syntax
SOLDIER MOVE TO LOCATION
Moves to an adjacent location to start the next phase, and will see other soldiers / gear (according to the mechanics in the next couple of sections) from the new position. If a soldier gets chopper dropped, he can move to a location adjacent to the drop point.

Vision
This is where I calculate what the players will see (via their soldiers) to plan for the next phase. If they have a soldier in an area, they can see all other soldiers in that area unless camouflaged. If they have a soldier with binoculars in the area, then they can see all other soldiers in that area (whether camouflaged or not) and adjacent areas (if not camouflaged), and can see the gear of soldiers in their area (if not camouflaged -- if camouflaged then they can only see that the soldier is there and has camo).

Spoiler for and here are the EXTREMELY detailed rules
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